

Mana severance is also really good on its own when you have enough Islands (never draw land again).Įye of the Storm + Turnabout/Frantic Search/Mind's DesireĮye of the Storm is a solid card but is quite late game unless you High Tide into it. Your deck is now about 5 cards big and you probably win. Dream Halls is a very powerful card that theoretically means the deck can win turn 2 (Turn 1 Island, Sol Ring, Sky Diamond Turn 2 Dream Halls, Enter the Infinite). In general the draw spell needs to be at least foresee, but ideally flow of ideas, recurring insight or Enter the Infinite. Keep bouncing and playing palinchron for infinite mana, which wins the majority of the time (due to what I call a "critical mass" of draw spells in the deck).ĭream Halls/Omniscience + "Big" Draw spell Palinchron + High Tide/Caged Sun/Deadeye Navigator Win with Blue Sun Zenith making every else draw 1,000,000 cards. If you have an instant or sorcery draw spell (almost guaranteed) you can play it as many times as you want to draw your deck. With the new archeomancers you get back turnabout and Rite of Replication (and up to 3 other not really relevant cards) and repeat for infinite mana. Basically you Turnabout, Archeomancer Turnabout, Turnabout again and then Rite of Replication (kicked) Archeomancer. The High Tide isn't always necessary but allows this combo to go off a lot earlier. The deck is monoblue combo with alot of different combos, I'll try and outline some here although I'll probably forget a few:Īrchaeomancer/Mnemonic Wall + Turnabout/Frantic Search + Rite of Replication/Capsize/Deadeye Navigator + High Tide With all those 1 mana and 2 mana draw spells, islands and cheap mana artifacts you can see why I was frustrated in the second round. The majority of the deck is either Draw, Combo, Control or Mana. I played two games after the tournament with this deck and won both without any big problems. With five mana I could have played dream halls and then a big draw spell and almost certainly win. Even with the Serum Visions I only drew one Island in the entire game and was stuck at four mana until I was eventually killed and came last in the game. Round 2: I Mulligan a bad 2 land land and a 1 land hand to be left with a really solid 6 which had 3 Islands, Serum Visions, Dream Halls and Evacuation. I do nothing (effectively) but come joint second due to an agreed simultaneous concession to the control player (he was clearly winning but taking a while and would have killed us all in 2 turns anyway). Round 1: I mulligan a one land hand and keep a bad 7 rather than going to 6, another player in the game is playing control and knows I'm playing combo and counters every relevant spell I cast.

I was playing the most powerful deck there and the most powerful deck I've ever seen in real life and feel I should have done better. Welcome to Magic, which has luck and bad matchups. The tournament went terribly for me and I came last. The deck usually wins consistently between turns 2 and 7 (normally between 5 and 7). However, there is a line somewhere and I deliberately crossed it. I have heard of some play groups that play commander very competitively, but I assume the majority or more similar to my play group, mainly playing for fun, but still with powerful decks. It also started as a fun thing between friends. Next time, Black.Ĭommander is a casual format (in my opinion), Wizards don't sanction commander and probably won't any time soon. But it seems hypothetically possible, but probably not on a budget. In fact I've never seen it done in a game with more than 3 players without some kind of combo or Omniscience. But if you happen to pull one or trade into one, then using his -8 will win most multiplayer games, but getting to 8 and using it isn't easy.Įnough said I think. There are a few ways to insure you don't deck out, or you can play Laboratory Maniac then draw two cards. Omwinscience: Omniscience can win on its own, but paired with Enter the Infinite you can play your deck.
Wargame red dragon best decks how to#
Now you just have to figure out how to win with infinite mana (Hint: Blue Sun's Zenith)

Copy his ability and untap himself and lotus. Equip Bracers to the Captain, then tap lotus to pay for his ability floating blue. Lotus is worth something, but the other two are cheap. Here's come that come to mind:īracer's Combo: Captain of the Mists, Gilded Lotus, Illusionist's Bracers Some playgroups don't accept combo, but if your group is okay with it then its a nice way to win in mono blue. Talrand is pictured becuase he is a drake making machine and quite easy to acquire (you should still be able to get the intro deck).įleirs are a valid win-con, I prefer fliers with a decent effect such as Gryff Vanguard or Runewing. One way to win that I'd recommend to new players is with flying and/or unblockable creatures.
